Flesh-eater CourtsCrypt Flayers
12"
4
5+
10
WARSCROLL

Crypt Flayers

Monstrous predators of the sky, Crypt Flayers flock together in a beating of dark wings and hissing maws. Enemies are snatched up by their sudden strikes and torn asunder while the creatures’ keening call is enough to break a warrior’s spirit.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Death Scream
Death Scream10"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Piercing Talons
Piercing Talons1"44+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 170
Battlefield Role: None
Notes: Battleline if general is Crypt Infernal Courtier, or if Crypt Flayers unit is BLISTERSKIN

DESCRIPTION

A unit of Crypt Flayers has any number of models, each armed with a Death Scream and Piercing Talons.

CRYPT INFERNAL: The leader of this unit is a Crypt Infernal. Add 1 to the Attacks characteristic of a Crypt Infernal’s Piercing Talons.

FLY: This unit can fly.

ABILITIES

Death Scream: Crypt Flayers can unleash an ultrasonic cry that can kill or debilitate their victims.
Do not use the attack sequence for an attack made with a Death Scream. Instead roll 2D6. Subtract 2 if the target unit is more than 3" from the attacking model. If the result is higher than the target unit’s Bravery characteristic, the target unit suffers a number of mortal wounds equal to the difference between its Bravery characteristic and the result.

Skewering Strike: Sometimes a Crypt Flayer will strike with such force that the victim is skewered upon its piercing talons.
If the unmodified hit roll for an attack made with Piercing Talons is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

KEYWORDS
DEATH, MORDANT, FLESH-EATER COURTS, KNIGHTS, CRYPT FLAYERS
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The MORDANT keyword is used in following Flesh-eater Courts warscrolls:

None
Battleline
Leader

The KNIGHTS keyword is used in following Flesh-eater Courts warscrolls:

None
© Vyacheslav Maltsev 2013-2020